#Shader Vertex

#version 330 core

layout (location=0) in vec3 position;

uniform mat4 view;
uniform mat4 model;
uniform mat4 projection;


void main(){
    gl_Position = projection*view* model *vec4(position,1.0f);
}

#Shader Fragment

#version 330 core

out vec4 color;

uniform vec3 lightColor;

void main(){
    color = vec4(lightColor, 1.0);
}